Hi, I'm using blender 2.8 but I cannot find a way to set a shortcut to toggle vertex element snapping.Same thing for the wireframe overlay display. I've found this link:https://i.stack.imgur.com/uy6F0.pngBut it doesn't seem to work on 2.8.
Hello everyone! This is my first post here (although I'm always reading other posts :P) I'm an animation student (although I wanna work in video games but there aren't any related careers here) and my partner and I are working on our thesis, which is of course an animated short. So I wanted to ask for feedback on a very…
while texturing my guns. I use marmoset .just wanted to know how can i set up my lighting and materials in marmoset to view weapon nicely...any suggestions for hdri..which hdri will be best for guns render..
just wondering what tools other people use, and the settings therein to generate their displacement maps for the UDK DX11 features. also, what changes need to be made within the material editor (multiplication nodes etc) to make the map more functional.
Hi guys. I remember coming across a written tutorial but can't remember who it was by. The tutorial is setting up a 512x2048 UVW because I usually texture by an even number but in this case I have something that would waste UV space if I were to texture say 512x512 so I need it to be 512x2048. I've gotten a bit confused…
Gumroad Shop https://gumroad.com/pokerjarny - Decorative brush and alpha set for Quixel and Substance painter. - 10 brushes and height/alpha maps, all 2048x2048 Sample Video https://www.youtube.com/watch?v=nDZao50klVk https://www.youtube.com/watch?v=nDZao50klVk
I'm making a skin set for the following weapons: AK12, AA12, M4 and SCAR. Reference: So far managed to make a custom snake skin texture, tested it on M4: Going to work on the other weapons, their parameters, add contrast and fix the overall pattern.
Hey all, this is a placeholder post for the set I will be making for Agatha Knight. will probably take my time on this as I just came off another contest and am currently crunching at work. I will be making a chicken helm and themed blade. Will update later!
Hi! I had a moment to look at the car. Assuming you don't want to do many further edits and are set on baking, I would would mainly optimize UV space to get as much out of the texture as possible. Offset and stack UVs of mirrored and repeated parts (I believe you're already doing this). Reduce size in UVs of areas that are…
I would highly recommend trying a 256 resolution, you can do a heck of a lot detail wise if you learn how to mirror and reuse uvs, along with straightening uvs to reduce aliasing jaggies. It also helps get very crisp output. The knowledge then scales up rather nicely to higher resolution work.